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Alchemist Player Summaries

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Alchemists! Think of this as a wiki-like space to build up a list of good uses and guild picks for all of your models.

If you use one of the models listed and think something should be added or changed, post your thoughts. If you add your thoughts below I'll compile things into this first post. You don't have to do all the models, if there's only one entry you think is missing something then feel free to just post about that one. Let's hear those ideas!

 

Midas (C) –

Good as scoring and ball retrieval, with long goal runs using his Heroic Play. Hard to pin down because of unpredictable movement and low :PD: results. Can extend other models threat ranges with Lure of Gold. Favours quick, goal-oriented tactics.

Good into: ?? // Risky into: ??

 

Smoke (C) –

A condition machine, able to keep most of the opposing team suffering Burning or Poison. Synergises well with condition AoE models like Calculus and Mercury. Unpredictable movement and Smoke Jumping make her very hard to pin down and take out. Goal runs can be non-linear and long range.

Good into: ?? // Risky into: High health Guilds (Farmers)

 

Flask (M) –

With some conditions applied, able to put out a surprising amount of damage. Can be taken out with friendly character plays for explosion damage, but needs keeping far enough away from friendly models to avoid splash damage. Provides Smoke Clouds.

Good into: Scrum Guilds (Brewers, Butchers, Corsair Fish) // Risky into: Ranged damage (Hunters, Engineers)

 

Naja (M) –

2” melee and Unpredictable Movement makes this mascot good at crowding out and ball holding. Can apply poison on parting blows and disrupt key activations such as goal runs with Hypnosis.

Good into: Goal focussed teams (Fishermen) // Risky into: ??

 

Mercury –

Best at range, able to drop burning AoEs to control or damage the enemy. Reasonable kick and tackle, which can be useful but isn’t his primary function. Extra useful with Smoke. With enough support can do significant damage.

Good into: Low DEF Guilds (Brewers) // Risky into: ??

 

Calculus –

Ideally used at range for throwing Poison AoEs. Also able to cripple key players using Blind. With sufficient set up can do decent damage. Good with Smoke.

Good into: Low DEF Guilds (Brewers) // Risky into: ??

 

Crucible –

A striker of sorts, but also serves to tax opponent’s momentum. Fragile and needs protection, especially when close to the front serving as a MOM drain.

Good into: Low MOM guilds (??) // Risky into: Fighting teams (Butchers, Brewers)

 

Katalyst –

Capable of opportunistic takeouts, but mostly a control piece (via knock down, burning and pushing models off the pitch). Vulnerable to Knock down as he will have to clear burning too, which provides a TAC buff for him.

Good into: ?? // Risky into: Guilds with a lot of 2" Melee

 

vKatalyst –

Able to do a lot of damage to models suffering conditions with little Inf investment. Takeouts with Witness Me are the ideal goal, trading him for an opposing model for the bonus VP. Avoid committing him too much until that is an option (good against strikers just after they score). The threat of it can give him a decent control presence.

Good into: Goal focussed teams (Fishermen) // Risky into: Takeout focussed teams (Butchers, Farmers, Brewers)

 

Compound –

A utility piece, protecting players and shutting down goal runs with countercharge. Good at holding the ball. Doesn’t need much influence to shine.

Good into: Goal focussed teams (Fishermen, Blacksmiths) // Risky into: ??

 

Venin –

Decent kick and low tackle result. More survivable than you might expect, able to absorb a lot of Inf if he goes early. A well timed Heroic (Coagulation) can cause massive damage. Needs careful use.

Good into: ?? // Risky into: ??

 

Vitriol –

The guild’s primary squaddie striker. Hard to get the ball off, good at kicking off and scoring. Fragile but mobile, makes good use of cover and punishes opposing models in it.

Good into: Fighting/Scrum teams (Brewers, Butchers, Farmers) // Risky into: ??

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My view of Alchemists. Pretty sure I forgot to mention something, but there's something to start with.

Midas (C) –

Good at scoring and retrieving the ball, gaining momentum while doing so. Can perform incredibly long goal runs with all the dodges (playbook + heroic).  His Heroic play is able to ignore one counter attack disengaging with the original attack using push-dodge and then re-engaging with Heroic play. He's slippery due to unpredictable movement and early push-dodge results for counter attack, so generally only 2'' melee beaters can catch him. Lure of Gold is worth mentioning, extending threat ranges for other models. Fast tempo and scoring is the playstyle he favors, quickly to achieve the 8VP pressure.

Good into: Guilds you can't control with Smoke and thus need to seal the game quickly // Risky into: ??

 

Smoke (C) –

Good at controling the game with conditions. Can ensure almost the whole opposing guild is burning and poisoned. Benefits other models in the team (mainly Calculus & Mercury) providing momentum gain from range. She's slippery due to unpredictable movement and teleport to AOE's. With the teleport she's able to perform long and non-linear goal runs.

Good into: ??  // Risky into: Farmers (Millstone, Grace, Harrow, lot's of boxes) and The Union (Grace) can really mess up your condition game

 

Flask (M) –

A mascot capable of causing a lot of damage on charge and wraps with Intensify when setuped right with conditions. In the middle of the opposing team, you can take Flask out with your own character plays, causing Flask to explode. Beware of Flask exploding near your own players. The Smoke Cloud provides free AOE for Smoke to teleport.

Good into: Guilds that scrum up // Risky into: Guilds that can take Flask out in one round or from range

 

Naja (M) –

Good at crowd-outing and killing the ball with 2'' melee and unpredictable movement. Parting blows can cause poison. Hypnosis is a nice tool for disrupting goal runs and limiting important activations (like models with berserker -trait).

Good into: Guilds that focus heavily on the ball // Risky into: ??

 

Mercury –

He's got the fire AOE inside the guild. Likes to keep the distance to the opposing team and hampering their movement with burning condition. Good tackle and kick can sometimes be relevant.

Good into: Low-def guilds // Risky into: ??

 

Calculus –

She's got the poison AOE inside the guild. Likes to keep the distance to the opposing team and spread poison condition. Blind is very important tool with toning down big & important opposing actions.

Good into: Low-def guilds, Guilds that tend to focus on one model to to the job // Risky into: ??

 

Crucible –

Pseudo-striker with tools of taxing opponent's momentum. Usually requires some protection.

Good into: Teams that struggle with momentum // Risky into: Killy teams

 

Katalyst –

Great at controlling the opposing guild with knockdowns, fire condition and pushes. Opportunistic take-outs are possible if you can hit low-def model with multiple External Combustions. Beware of situations of being knocked down without any opposing models in melee, it's not nice to clear your own TAC buff.

Good into: Games where you need an anchor in the center // Risky into: 2'' melee models that can knock him down

 

vKatalyst –

Wrecks models with conditions, using up only few inf. In a pinch he can put a knockdown on enemy with furious charge. Witness me is the thing vKat aims for. He should be used like an assassin, taking himself out after a take out.

Good into: Taking out lone strikers that just scored a goal and protecting your other models // Risky into: vKat is always a risk, but especially if the opposing team can benefit from the free 2VP you give them.

 

Compound –

One of the best utility players. Hampers the scoring for opponent and protects your models close your goal with counter charge. Good at holding the ball when Gluttonous Mass is available. Usually needs 0-1 influence so your other team has more resources to use.

Good into: Guilds that focus heavily on the ball and guilds that send lone assassins to your  // Risky into: ??

 

Venin –

Momentous tackle on 2 results and 8'' kick is good. Has some abilities that makes him tanky. Heroic can be devastating when used right. Hard model to use.

Good into: ?? // Risky into: ??

 

Vitriol –

Only non-captain striker.  Good at kickoff, scoring and killing the ball with Clone. Very squishy but mobile player. Punishes enemy models for being in cover.

Good into: Games where you need to score fast // Risky into: ??

 

Good example teams to start with:

Midas, Naja, Vitriol, oKatalyst, Decimate, Calculus/Compound - Goal focused, but able for opportunistic take outs

Midas, Naja, Vitriol, oKatalyst, Mist, Calculus/Compound - All-in for goals

Smoke, Naja, Calculus, Mercury, vKatalyst, Compound/Decimate - Long ranged denial game and opportunistic take outs

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 Mercury - With the right setup this dude is devistating. Get a couple of crowd outs and and a def debuff,  he'll take you to wrap city with double momentus 5. 

Calucus - Same as mercury, she's super scrappy when you've got a model ganged up on. 

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Venin - My personal favourite secret tech. Coagulation rips through tough hide models and 1 mom turning into 9 dmg is brutal. If he goes early into a beaty team he can absorb 4 or 5 inf without too much hassle. Takes practice to work out but has a huge pay out. The most taxing model in the game. 

 

OG Katalyst - Can easily make 6" to 10" of pushing. Great for knocking wingers off the board. 

Midas - The man, the myth, the legend. Can score as ealily as Shark but looks better doing it. Send him in last activation on the first turn and get yourself a goal 6 mom and a group of snared targets. 

Shoboating means he can score with out momentum. Those non momentus tackles on everyone else are now your friend.

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8 hours ago, Morganrl said:

Shoboating means he can score with out momentum. Those non momentus tackles on everyone else are now your friend.

I may be missing something, but showboating means that teamwork actions are free. He still need momentum to score.

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1 hour ago, ningu said:

I may be missing something, but showboating means that teamwork actions are free. He still need momentum to score.

Sorry, he snap shots for free

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Updated! 

Keep those ideas coming folks - and especially if you have ideas for guilds to take/avoid for models. I'm hoping to make this useful to newer players, who won't necessarily know what guilds are 2" melee heavy, goal focussed, resistant to condition damage etc :)

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Naja - Good into Obulus Morticians and Siren Fish. The High def often leads a large drain on enemy resources.  If they manage to get a puppet master or seduced in then the ball typically doesn't go too far because of her low kick stats. Keep her well away from low-def targets and she'll be quite safe against playbook-triggered seduced as well. 

 

VKat -

Good - into teams with a lot of 10 - 15 health models without tough hide. 

Risky -  Against teams with a lot of tough hide. 

Unless you fluff the rolls completely, VetKat does 12 damage when he blitzes (fully loaded). Never assume he'll do more than that (although it happens every once in a while). That dmg is cut in half against tough hide which makes him very unreliable. 

 

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